Let's Play! Beyond the Sword

Go ahead, Brian, as long as Forty-Two doesn't object.

Well it's two days past the limit, I'll download and play, 30 turns right?
 
Before the death of Great Chinngis I was designated heir as the two greatest sons of my father, Jochi and Chagatai couldn't, either of them, live under the other, and I was liked by everyone.
With vigour therefore I set about reorganising the Great Khanate for the struggles that lay in the future. Here is the scroll of my scribe Yeh-lu Ch'u-ts'ai, who has faithfully recorded my heroic deeds:

Spoiler :

Logging by BUG Mod 4.3 [Build 2139] (BtS 3.13-3.19)
------------------------------------------------
Turn 33/500 (2680 BC) [01-Sep-2010 16:12:52]

After End Turn:

Other Player Actions:

After End Turn:

Other Player Actions:
100% Research: 11 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 34/500 (2640 BC) [01-Sep-2010 16:12:52]
100% Research: 11 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Tech research finished: Archery

Turn 35/500 (2600 BC) [01-Sep-2010 16:12:56]
Research begun: Horseback Riding (26 Turns)
100% Research: 11 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 36/500 (2560 BC) [01-Sep-2010 16:13:13]
100% Research: 11 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Karakorum finishes: Worker

Turn 37/500 (2520 BC) [01-Sep-2010 16:13:16]
Karakorum begins: Archer (9 turns)
100% Research: 13 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 38/500 (2480 BC) [01-Sep-2010 16:13:41]
100% Research: 13 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 39/500 (2440 BC) [01-Sep-2010 16:13:43]
100% Research: 13 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 40/500 (2400 BC) [01-Sep-2010 16:13:46]
100% Research: 13 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 41/500 (2360 BC) [01-Sep-2010 16:13:52]
100% Research: 13 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 42/500 (2320 BC) [01-Sep-2010 16:13:55]
100% Research: 13 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 43/500 (2280 BC) [01-Sep-2010 16:14:01]
100% Research: 13 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Karakorum grows to size 5
Karakorum finishes: Archer

Other Player Actions:
Judaism founded in a distant land

Turn 44/500 (2240 BC) [01-Sep-2010 16:14:05]
Karakorum begins: Settler (10 turns)
100% Research: 11 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 45/500 (2200 BC) [01-Sep-2010 16:14:24]
A Pasture was built near Karakorum
100% Research: 12 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 46/500 (2160 BC) [01-Sep-2010 16:14:29]
100% Research: 12 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 47/500 (2120 BC) [01-Sep-2010 16:14:53]
100% Research: 12 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 48/500 (2080 BC) [01-Sep-2010 16:14:58]
100% Research: 12 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 49/500 (2040 BC) [01-Sep-2010 16:15:09]
While attacking, Archer 1 (Karakorum) decimates Barbarian Lion (Prob Victory: 99.1%)
While attacking in the wild, Archer 1 (Karakorum) (2.58/3) defeats Barbarian Lion (Prob Victory: 99.1%)
A Camp was built near Karakorum
100% Research: 12 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Karakorum's borders expand

Turn 50/500 (2000 BC) [01-Sep-2010 16:16:21]
100% Research: 12 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Karakorum finishes: Settler

Turn 51/500 (1960 BC) [01-Sep-2010 16:16:34]
Karakorum begins: Archer (4 turns)
100% Research: 12 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:

Other Player Actions:
Player contact made: Gilgamesh of Sumeria

Turn 52/500 (1920 BC) [01-Sep-2010 16:17:41]
100% Research: 12 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 53/500 (1880 BC) [01-Sep-2010 16:18:16]
Beshbalik founded
Beshbalik begins: Worker (15 turns)
Archer 1 (Karakorum) promoted: Drill I
100% Research: 16 per turn
0% Espionage: 4 per turn
0% Gold: -2 per turn, 0 in the bank

After End Turn:
Karakorum begins: Archer (4 turns)
Karakorum finishes: Archer

Turn 54/500 (1840 BC) [01-Sep-2010 16:18:56]
Karakorum begins: Worker (6 turns)
80% Research: 12 per turn
0% Espionage: 4 per turn
20% Gold: 1 per turn, 1 in the bank

Turn 55/500 (1800 BC) [01-Sep-2010 16:19:38]
80% Research: 12 per turn
0% Espionage: 4 per turn
20% Gold: 1 per turn, 2 in the bank

Turn 56/500 (1760 BC) [01-Sep-2010 16:19:58]
A Pasture was built near Karakorum
80% Research: 12 per turn
0% Espionage: 4 per turn
20% Gold: 1 per turn, 3 in the bank

Turn 57/500 (1720 BC) [01-Sep-2010 16:20:05]
80% Research: 12 per turn
0% Espionage: 4 per turn
20% Gold: 1 per turn, 4 in the bank

Turn 58/500 (1680 BC) [01-Sep-2010 16:20:22]
80% Research: 12 per turn
0% Espionage: 4 per turn
20% Gold: 1 per turn, 5 in the bank

After End Turn:
Tech research finished: Horseback Riding

Turn 59/500 (1640 BC) [01-Sep-2010 16:20:35]
Research begun: Bronze Working (12 Turns)
80% Research: 12 per turn
0% Espionage: 4 per turn
20% Gold: 1 per turn, 6 in the bank

After End Turn:
Karakorum finishes: Worker

Turn 60/500 (1600 BC) [01-Sep-2010 16:21:36]
Karakorum begins: Ger (8 turns)


However it would be remiss of me as Great Khan not to give my own account which lies hereunder:

On turn 35 we discovered the secrets of archery, many cats were slaughtered to provide the hordes with our new weapons. Immediately I set my scribes to figure out the secrets of saddelry and Horseback Riding, so we could finally produce some Tumen of Keshiks with which we would plunder the cities of the world.

Finally on turn 37 we finished our first worker in the beautiful steppe city of Karakorum and started producing some more Archers for our growing hordes.

On turn 46 we managed to corral and tame some horses and our plans for greatness continued.

On turn 49 our archer displayed the superior military might of the Mongol people by fearleassly slaying a wild lion during our hunt:
Spoiler :
Spoiler :
Archerwin.jpg


The 51st turn saw Karakorum finish it's settler and start a second Archer group.

On turn 52 we met a very disreputable Prince from the east who refused our trade delegations and slaughtered them. Their deaths will be avenged by the screaming Tumen of the Mongol horde. No stone shall be left standing, NO STONE!

On turn 53 we persuaded some of our nomadic Mongols to setlle down at the site of Beshbalik, some day to be a city of commerce to rival the worlds best:
Spoiler :
Beshbalik.jpg
.
But first it needed workers to beautify the city.

The very next turn we trained up another troop of Archers to defend our second city, and decided we needed another worker (1.5 workers per city formula as discovered by the Song Chinese.

It was now apparent that my life of hosting parties, drinking and general joviality were taking their tolls on my body, but my mind was still strong and with my leadership on turn 59 my scribes finally found a way for our Keshiks to be mounted.

On my deathbed on turn 60 I ordered the people of Karakorum to build a Ger in my honour, as the worker was ready for his duty.

Now as I ascend into Heaven to meet my father I would like to show the world the extent of the Mongol people:
Spoiler :
South.jpg
North.jpg


Yes, we're stuck in the back of beyond (where the sun shineth not), and the land is unworthy of our people. So in my final act as Great Khan I implore my successor, and nephew, Mongke (known to his tumen as The Mighty Dwaarf, to avenge the great insult done to our people and wipe that idiot Gigamesh off the planet.
 

Attachments

I know I did Brian Shanahan!

Well I've read a bit about the Mongol Empire, and Google managed to sort out the succession line for me. It is very interesting to see how the Mongols changed form being a small part of the steppe culture to being the largest empire in the world.
 
30 Down,

Turn 60 -: "It was now apparent that my life of hosting parties, drinking and general joviality were taking their tolls" On the workshy people of Karakorum a study of their work practices shows a total production of 13 Food 8 Hammers and 13 Commerce. A reorganisation of assignments gives us 13 food 10 hammers 15 commerce. Now thats what I call productivity.

Whilst a ger would be lovely and benefit our mounted tumens I have always felt the infantry left out thus I have instead designed a more functional barracks to benefit all which can be constructed in a third of the time.
The people of Beshbalisk talk of the opportunity of developing trade centres on the nearby flood plains which can benefit commerce, our scientist have started to develop knowledge of this, they belive as a by product they can develop stores for our food to cut down wastage. Much more effiecient!!

Turn 65 -: Our Northern scout returns a report of a settled band of savages to our north, they have settled on a good defensive position so it may take a number of tumens to dislodge this settlement.

Turn 67 -: Our great scientists discover knowledge of pottery, apparently we can now build stores for our grain allowing us to become overall more healthy people our numbers can now grow more readily. We shall look to build these "Granaries" at the earliest opportunity We can now also build tradeable items and construct centres of trade, "cottages" if you like, to help boost commerce. Maybe over time these can grow too!! All in all isn't clay brilliant!!
TO clear away room for our new "cottages" we need to get rid of all these bloody trees!! If only we had a way of cutting them down?? Also, what to do with them when we do??

Turn 68 -: Our northern scouts report an altercation with another band of savages, there are survivors but many injuries. They have moved to a safe place to recover.

Turn 69 -: I was only thinking the other day, I remember being told so much by so many people that I have trouble remembering it all. If there was only some way of recording this somehow. I was astonished to find that whilst ransacking a nearby tribal camp our new Keshik Tumen discovered knowledge of writing things down as a record. We can collate these records into books, and keep these books in "libraries". Our scientist are certainly getting excited!!

Civ4ScreenShot0009.JPG

Turn 70 -: News reaches us of a great construction completed in a distant land, something to do with big stones arranged in a circle, sounds a bit daft to me.

Turn 74 -: Our scientists come up with knowledge of "Bronze", this can help chop down those pesky trees (which can also be used to speed up our production output), Also this new bronze stuff, can be used to make strong weapons such as spears and axemen if only we can find a reliable source of Bronze. Rumours of one in the land between ourselves and Giggles. I think we need to check how much of this stuff giggles has!!

Turn 76 -: Much news, Having implented a new way of life for our workers to help them complete things at an incredible rate we complete a library in Karakorum, unfortunately some of our workers couldn't take the work and died, nevermind with our excellent granary I'm sure we'll replace them soon enough. Some people are unhappy at my indifference to the loss of life, ah well I'm sure they'll get over it in time.
We agree to an "open borders" agreement with Giggles we can now move freely in each others lands, I hope he doesn't realise that we are only interested in checking out his defenses!!
On entering Giggles borders we meet another tribe of people, they call themselves Otto men or something. They are led by a guy called Mehmed. He wears a silly cloth on his head and wears what looks like a rug, each to there own I guess!!

Turn 77 -: Our scouts report seeing a band of Swordsmen under the banner of giggles, the fact that we don't know how these swords are made can only be bad news. Suspicion is rife he can also make spears and axes too.

Turn 78 -: Our scouts report fearful news from the land of giggles, there is a suspiciosly productive mined plains to West of Eridu, maybe they are producing a special metal for making swords?? On arrival at their capital, Uruk, our scouts have found an immense city with plentiful food but most worringly 3 sites of precious gems these alone are estimated to provide more commerce than our whole empire. Our scientists believe this has led them to become massively more advanced than we currecntly are, D'oh.

Turn 81 -: We meet some bowman from a tribe calling themselves Korean, there leader is a man called Wang Kon, what a funny name!! If you thought Mehmed was a fashion victim then you should check this guy out. Tassles on his hat, and what is it with that tash!! He doesn't like Mehmed, clash of fasionista styles apparently!!

Turn 85 -: Reports come in about an "Oracle" being built in a distant land stories of giving the holder great knowledge. Maybe we could have built that first but I certainly wouldnt have wanted to be second, so much so I would have probably just knocked down the half completed construction.

Turn 87 -: To satisfy our military leaders calls for a reliable source of copper we have settled Turfan near to the seam of copper between us and Giggles. Although I was concerned about a severe lack of food nearby the need to keep the tumen onside made this necessary.

Civ4ScreenShot0011.JPG

Turn 89 -: Our sages develop a system of numbers for counting things allowing them to add up and take away. Now that's mathamagic!! Apparently this allows to gain more of a benefit with construction from chopping down trees, not sure why, but it does. Apparently this opens up possibilities of developing a defined system of money to use to exchange for goods, to construct large war weapons to break down large defenses (If only we good find a way to get big stones??), and to develop a system of measuring the days and seasons.

Turn 90 -: Our sages decide to try to advance our civilisation by developing a system of measuring time, the hope is that this will help develop farms to produce products from nearby sources of silk, incense and dye, now that would make our people really happy.

There is an axe on tile indicated this can be dealt with by the nearby shock promoted Keshik. I think we should look to box in Giggles, by first taking the barb city in the north. We now have a Ger in Karkakorum, 4 C2 Keshiks should deal with the hill city. If we can keep Giggles sweet and then ambush him maybe we could negate his tech advantage and steal his super capital. He is, as far as, can currently tell somewhat crowded in to the north by WK.

View attachment Genghis Khan II BC-0625.CivBeyondSwordSave
 
Not bad, not bad at all, writing as well as play. We seem to be getting leaders from areas the Mongols overran, now for the Chinese. I agree on boxing in Giggles, with a 3 gem cap we need to keep his cities down.
 
It's already been four days since Mighty Dwaarf posted the save. Does Norvin Green want to take over?

Norvin's on a skip in Sengir03, I'll pm Neil he's usually promt. We should probably start putting up a roster.
 
Really sorry guys. For some reason I didn't think it was my turn.

Will play today !!
 
Really sorry guys. For some reason I didn't think it was my turn.

Will play today !!

Remember in the line of succession your Kubilai. I demand Xanadu boy, Xanadu!
 
Turn 90: Kubilai has decided that the former leader, was no longer worthy of making decisions, so he retired in the tradional manner of power transfer of the Mongols.
The first decision that we had to make, was to decide that we didn't need no fancy learning yet. What we needed was troops, and good ones, to bolster our new found position and take the gems paradise from giggles.
Beshabik changes the 'library' to a barracks, ready in 2 turns. Now that is more Mongolian!

Turn 91: The uncivilised Axe, decides that attacking our Keshik is a fitting act of martyrdom. We do like the extra practice this gives our troops, making them better.
We have sent orders to our wandering Keshik to turn around and make his way back to the motherlands. We will need every horse we can get to ensure victory over giggles.

Turn 92: The glorious barracks of Beshabik has completed. A Ger would be nice, but it will take too long to make. So we decide to start on our main battle unit, the Keshik. Karakourum also decides the current speed of the Keshik traingin is not fast enough, so we insist they finish immediately.

Turn 93: Something called the Great Wall has been built far away. I wonder if it is as great as they say it is, I doubt it. We decide in the spirit of friendship, to sign Open Borders with WK & Mehmed. This allows us to traverse their lands.

Turn 94: Our returning Keshik sees a new Giggles city, called Lagash, defended by something called a Vulture. Well, I think it would make great carrion itself. It is carrying a large shiny weapon, made of metal. Hmmm, we must find where he is getting this metal from.

Turn 96: We have discovered the source of Giggles metal. There is a mine, in the middle of the plains. We know that mines cannot be built just anywhere, so there must be something hidden under the mine.
Also, we see a new settler coming towards our lands. Hmmm, not sure what to do!!

Turn 97: Giggles founds Ur right next to our staging point for the assault on his capital. This is very irritating! Don't make me mad!!!!!
Spoiler :
Civ4ScreenShot0026.jpg

Turn 98: Once our Keshiks withdraw from Giggles lands, we decide to turn our focus to Kish first. If we must conquer another city first, Kish is much nicer.

Turn 99: The time has come, so we declare our intentions to the world, and tell Giggles his head does not look right sitting on his shoulders, or words to that effect.

Turn 100: Our brave Keshik has destroyed the mine, where it is rumoured the magic metal came from. He is not expected to survive the reprisals.
Kish is taken, without the loss of any of our troops.
Spoiler :
Civ4ScreenShot0027.jpg

Turn 101: Indeed our brave Keshik suffered many attacks, and was defeated, but not before destroying an enemy Chariot, Catapult and almost killing a vile Swordsman.
Our posse has moved on Uruk, and found it to be barely defended!

Turn 102: Uruk is ours. 2 of our Keshiks blunted the weapons of the few defenders present. 2 Keshiks are holding Uruk, we have seen and heard about a new kind of very deadly unit that Giggles has, called a spearman. Hopefully we don't see any come near Uruk.
Spoiler :
Civ4ScreenShot0030.jpg

Turn 103: A great general is born. Peace is declared. Lagash & Eridu are on hills, so we are not confident of victory without substantially more troops. Ur still has no infrastructur built, and no special resources in its immediate area.

Turn 104: We have ordered that breeding should begin in Karakourum.

Turn 106: Nubian is indeed very popular. We have several troop smassing outside, and so does Giggles, WK & Mehmed. We will have to time this right, if we don't capture it in 1 turn, I doubt we will be given a second chance.
Spoiler :
Civ4ScreenShot0031.jpg

Turn 107: Ahhh, Gilgamesh has foolishly attempted to conquer Nubian's 3 Archers with 2 units. Thanks Giggles, should make taking it much easier. Indeed, we take it without losses. The time has again come to insist that our workers make things faster. A boat is created in Uruk and a Library in Beshabik.
We have learnt about the cycle of the year. I hereby name the first period of time, lets call it a 'month', Kubilary.

Turn 108: Grrr, Giggles put fishing boats on his Uruk clams the turn before it was captured, and I did not notice. Does not matter, this boat can explore the world.....
The breeding program is starting to produce results, and a group is ready to depart Karakourum and start a new settlement.

Turn 109: Ning-hsia is founded north of Karakourum, it is felt that we must learn about how to harness the wonderful long grasses near the new settlement.
Spoiler :
Civ4ScreenShot0033.jpg

Turn 111: We have learnt how to plant, and harvest the long grasses. It has been named 'Agriculture'.
A wonderful way of masking our bad smells has been discovered, it invloves capturing a substance called 'Incense'. It has everyone in the empire a little bit happier.
Some uncivilised spearmen have appeared to our East. Hmmmm.

Turn 113: We decide to give our extra Crabs to Giggles, in the hope that he might let our boat sail past Lagash. It does not work!

Turn 114: We take the whip to Uruk, finishing the library. Some say this building will help us to reclaim Gems & maybe even corn for Uruk.
A new barbarian city has emerged to the East. It is called Apache. Hmmm, it does seem well located. We decide we want this city for ourselves.

Turn 115: We are beset by barbarians. A galley has approached Karakourum, this puts our fishermen in grave danger.
The barbarian spear man has moved onto our only source of incense. I can now smell all of my troops again, and it is not pleasent. I will have to sacrifice a Keshik to rid myself of this interminable spearman.

Turn 116: Our glorius Keshiks vanquish the marauding spearman, but not until after it has destoyed the incense.

Turn 118: The barbarian galley has now destroyed both of our fishing boats. We are training a galley, but another barb galley has appeared on the west coast.

Turn 120: Ho hum, our glorious troops are waiting for Apache to grow to pop 2, so that we can capture it. It is exactly where we had planned a city anyway.

Please Note:
- One of our Archers is headed to Nubian.
- One of the 2 Keshiks outside Apache is a super-medic.
- Turfan will expand its borders in 2 turns, and make copper available.
- Giggles is WHEEORN !!
 
Very good results from the turnset. It is setting us up nicely for a stong mid and late game. I hope Giggles has removed some of that nasty jungle out of our way.
Looking at the save, if Giggles is really wanting his cities back I'd just whip out a few archers, let him strike and annihilate him. Lagash is the only one with production, and that is short of food. His stack will probably be weak.
 
Yes, we got lucky. The only Keshik we lost was the sacrificial one that destroyed the mine. In hindsight, even this was unnecessary. What worried me was the spearmen. If Kish or Uruk had been defended by even 1 spearman, we probably wouldn't have won so quickly. Our total lack of any other decent unit worried me. The copper is will become within our reach in a few turns, so at least we can have some Axes.

But it is the way with these things, speed is usually much more important than having an invincible force.


@ The State, thanks, I was doing my best to be creative!
 
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